**Graveyarded because it is outdated info since the last rarity drop rate buff**
Ok, so I probably derailed a thread with doing some math in this post.
So I'm attempting to move the primary discussion over here.
The methods I use for the analysis are as follows:
The worth of a depth is determined by {net profit}-{net cost}
Net profit includes crowns, tokens, and radiant fire crystals looted from depths.
Tokens and radiant fire crystals are based off the measured probabilities described in my research thread.
Crown rates are based off my data for the arcade, and Lancer Knightz for missions.
Radiant fire crystal use is determined by optimal use and NOT using 3x crystals all the way, yielding 420 average crystals per 5* item.
Assumed transaction rate for crowns to energy is 8000 crowns per 100 energy. This is a heavily approximated average value outside promotional events.
Mist regenerated at 100 per 22 hours, or 1 per 13.2 minutes.
Purpose:
Discuss the pros and cons of the changes to the clockwork payout AND character progression from a variety of perspectives.
Discuss the these changes from both P2P and F2P perspectives.
NOT the purpose of this thread:
Please do NOT make suggestions for resolving these problems in this thread. You can reference my math in this thread, but make your own thread in the suggestions subforum.
Please do NOT just post simply to complain about radiants.
Please do NOT make up numbers. If you need help with the math, post a scenario and other people following this thread can help.
Please do NOT post complaints about my use of 8kcrn/100E rate. You can do the math at a different rate if you wish.
Link To Data:
HERE
My comments on the subject.
Although only IMF was studied below vanguard rank for 4* items... similar trends are expected as listed below.
F2Pers can easily progress up to vanguard much more easily, having their farming rate significantly increase if they play more than 10 depths a day.
P2Pers that used elevator passes see very little difference in farming rates.
It costs significantly more (ranging from 6-8x more just for 4/5* items) for a P2Per to use energy to upgrade their arsenal.
New F2Pers can get into the game and play more before hitting a cost wall.
Old P2Pers see a horrible net increase of costs to continue expanding their arsenal.
P2Pers do NOT have a method of increasing their farming rate to have a similar advantage as it previously was.
I'm sure I probably missed other aspects of P2P, such as not running the numbers on $ spent per heated 5* item, using mist for crafting, and whatnot (but got tired of typing math - so someone else can step in).
TL;DR
Endgame F2Pers see about a 50% increase in farming time.
Endgame P2Pers see about 800% increase in cost.
New players can play the game longer before running into a farming wall (and either suck it up and farm or pay 8x as much as it used to cost).
TL;DR